Wednesday, May 21, 2008
Climate Change Project Final Version Released
The project, developed in Flash by Electronic Blackboard for MWNet, The West Midlands Regional Broadband Consortium, features two games developed by Chaos Created designed to increase environmental awareness in young children. It also features a story which introduced "Colin" (CO2) as a character and explains the effect CO2 has on the planet. The project features three games in total, providing a final outcome of a printable certificate. This encourages children to make the best decisions and learn the basics about being environmentally friendly. Electricity Temperature Transport The software is now available to schools in the area through the internal network, but you can view the software on their public web site here. Labels: Climate Change Project, News, Software Monday, May 12, 2008
Bug Fixing, Updating, and BDO
Spending the week producing a final version of the Climate Change software, updating activities for a refresh of the i-board Numeracy project and producing a new activity for the Big Day Out project, which should be off to our artist Stuart later today (this one's a lot of fun).
Labels: Big Day Out by i-board, Blog, Climate Change Project, Numeracy by i-board, Software Thursday, May 8, 2008
Two New "Games" From Chaos Created
More of a heads up than a grand announcement, but we're cracking on with two new products at the moment of our own. The first is Melloweh which has been in stasis for a little while and in some form of development since 2004.
Since then, up until early 2008, the project was pretty much on hold (aside from the occasional dabble) as we've been busy working on other things, but we've got going again on the project recently (and made contact with those responsible for the original demo). The second game (which may actually arrive slightly earlier than Melloweh, and is actually less of a game) will be a spin off, using the same technology, but aimed at a different audience and I'll post more on this soon. We're using a different "engine" this time around (which is more flexible for us, and also extends the capabilities as to what we can do), so there's been a bit of a "from scratch" element to it, but it's coming along nicely, and we'll be ready for a release later this year on both products. The idea being that the development for both products will be treated as one product for the next few months, and then they will spin off in different directions once the framework and AI is complete as both projects are very closely linked. But for those that are interested, there is still an AL (artificial life) element to it. In fact, the last few months have been spent working on the 'brain' and the results are pretty impressive so far. And we've started knocking about some of the internet aspects of the game too. The art will come later on. At the minute, the graphics are all placeholders (in fact, for the most part, we're using the original model photographs and graphics from the demo as those placeholders). Anyway, there will be more information to follow. Obviously, there's not much to give away at the moment as most of the work, to date, has been on the back-end stuff, but I'll blog about the "brain" and the guts of the games shortly. |
Chaos Created based in Portishead, Bristol, offers web site design servces, search engine optimisation, mobile app development, film production and editing services and more.
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